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items.xml [2013/11/16 13:43] admin [sprite node] |
items.xml [2015/04/07 17:24] admin [Game items] |
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name="Pirate Hat" | name="Pirate Hat" | ||
description="A pirate hat." | description="A pirate hat." | ||
+ | useButton="Equip" | ||
+ | useButton2="Unequip" | ||
effect="M. Attack -8" | effect="M. Attack -8" | ||
type="equip-head" | type="equip-head" | ||
weight="40" | weight="40" | ||
- | defense="4"> | + | defense="4" |
+ | pet="1"> | ||
<sprite>equipment/head/piratehat.xml</sprite> | <sprite>equipment/head/piratehat.xml</sprite> | ||
<replace sprite="hair"> | <replace sprite="hair"> | ||
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floor="floorimage.png" | floor="floorimage.png" | ||
description="item description" | description="item description" | ||
+ | useButton="button1" | ||
+ | useButton2="button2" | ||
view="1235" | view="1235" | ||
drawBefore="torso" | drawBefore="torso" | ||
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|effect|Item text about effect| | |effect|Item text about effect| | ||
|floor|floor item static image. For animated floor item need use <floor> tag \\ If **floor** parameter missing fill be used value from **image**| | |floor|floor item static image. For animated floor item need use <floor> tag \\ If **floor** parameter missing fill be used value from **image**| | ||
+ | |useButton|Show this text for use button or in context menu. Main action like equip, use| | ||
+ | |useButton2|Show this text for use button or in context menu. Second action like unequip| | ||
+ | |pet|add pet to item from [[pets.xml]]| | ||
|image|item icon image for inventory and fallback for floor items| | |image|item icon image for inventory and fallback for floor items| | ||
|maxFloorOffset|Set max floor item offset in pixels from default position. Default value 32| | |maxFloorOffset|Set max floor item offset in pixels from default position. Default value 32| | ||
|missile-particle|Set particle effect for missile/arrow| | |missile-particle|Set particle effect for missile/arrow| | ||
|hit-effect-id|Effect id for hit. Default value from file [[paths.xml]] parameter hitEffectId| | |hit-effect-id|Effect id for hit. Default value from file [[paths.xml]] parameter hitEffectId| | ||
+ | |miss-effect-id|Effect if for miss hit. Default value from file [[paths.xml]] parameter missEffectId| | ||
|critical-hit-effect-id|Critical effect id. Default value from file [[paths.xml]] parameter criticalHitEffectId| | |critical-hit-effect-id|Critical effect id. Default value from file [[paths.xml]] parameter criticalHitEffectId| | ||
|name|item name| | |name|item name| | ||
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|view|use animation sprite from other item with given id| | |view|use animation sprite from other item with given id| | ||
|weight|item weight text| | |weight|item weight text| | ||
+ | |attack|item attack text| | ||
+ | |criticalattack|critical attack text| | ||
+ | |mattack|magic attack text| | ||
+ | |defense|defence text| | ||
+ | |criticaldefense|critical defence text| | ||
+ | |mdefense|magic defence text| | ||
+ | |hp|health text| | ||
+ | |mp|mana text| | ||
+ | |level|minimal level text| | ||
+ | |speed|speed text| | ||
+ | |range|range text| | ||
+ | |flee|flee text| | ||
|sellProtected|ask player before selling item to npc shop| | |sellProtected|ask player before selling item to npc shop| | ||
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==== sound node ==== | ==== sound node ==== | ||
+ | |||
+ | This node used for define different sound effects for items | ||
+ | |||
+ | Example: | ||
+ | |||
+ | <file xml items.xml> | ||
+ | <?xml version="1.0"?> | ||
+ | <items> | ||
+ | ... | ||
+ | <item id="521" | ||
+ | image="equipment/weapon/dagger-dagger.png" | ||
+ | name="Dagger" | ||
+ | description="A simple dagger." | ||
+ | effect="Damage +15" | ||
+ | type="equip-1hand" | ||
+ | weapon-type="knife" | ||
+ | attack-action="attack" | ||
+ | weight="200"> | ||
+ | <sprite>weapon-dagger.xml</sprite> | ||
+ | <sound event="strike">weapons/swords/short-sword-miss1.ogg</sound> | ||
+ | <sound event="hit" delay="150">weapons/swords/short-sword-hit1.ogg</sound> | ||
+ | </item> | ||
+ | ... | ||
+ | </items> | ||
+ | </file> | ||
+ | |||
+ | Sound attributes: | ||
+ | ^ Parameter name ^ Description ^ | ||
+ | |event|sound event type| | ||
+ | |delay|delay before next sound effect| | ||
+ | |||
+ | Existing sound **event** types: | ||
+ | |||
+ | ^ Parameter name ^ Description ^ | ||
+ | |hit|hit sound effect| | ||
+ | |miss|miss sound effect| | ||
+ | |strike|legacy miss sound effect| | ||
+ | |use|item use sound effect| | ||
+ | |equip|item equip sound effect| | ||
+ | |unequip|item unequip sound effect| | ||
+ | |drop|item drop sound effect| | ||
+ | |pickup|item pickup sound effect| | ||
+ | |take|item take sound effect (for example start drag from inventory)| | ||
+ | |put|item put sound effect (for example dragging item into inventory)| | ||
==== floor node ==== | ==== floor node ==== | ||
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==== drawBefore node ==== | ==== drawBefore node ==== | ||
+ | ==== particlefx node ==== |